Cybersickness, Cognition, Motor Skills: The Effects of Music, Gender, and Gaming Experience

02/25/2023
by   Panagiotis Kourtesis, et al.
0

Recent research has attempted to identify methods to mitigate cybersickness and examine its aftereffects. In this direction, this paper examines the effects of cybersickness on cognitive, motor, and reading performance in VR. Also, this paper evaluates the mitigating effects of music on cybersickness, as well as the role of gender, and the computing, VR, and gaming experience of the user. This paper reports two studies. In this study, 39 participants performed an assessment four times, once before the rides (baseline), and then once after each ride (3 rides). In each ride either Calming, or Joyful, or No Music was played. During each ride, linear and angular accelerations took place to induce cybersickness in the participants. In each assessment, while immersed in VR, the participants evaluated their cybersickness symptomatology and performed a verbal working memory task, a visuospatial working memory task, and a psychomotor task. While responding to the cybersickness questionnaire (3D UI), eye-tracking was conducted to measure reading time and pupillometry. The results showed that Joyful and Calming music substantially decreased the intensity of nausea-related symptoms. However, only Joyful music significantly decreased the overall cybersickness intensity. Importantly, cybersickness was found to decrease verbal working memory performance and pupil size. Also, it significantly decelerated psychomotor (reaction time) and reading abilities. Higher gaming experience was associated with lower cybersickness. When controlling for gaming experience, there were no significant differences between female and male participants in terms of cybersickness. The outcomes indicated the efficiency of music in mitigating cybersickness, the important role of gaming experience in cybersickness, and the significant effects of cybersickness on pupil size, cognition, psychomotor skills, and reading ability.

READ FULL TEXT

page 1

page 5

page 6

research
01/30/2023

Cybersickness in Virtual Reality Questionnaire (CSQ-VR): A Validation and Comparison against SSQ and VRSQ

Cybersickness is a drawback of virtual reality (VR), which also affects ...
research
06/07/2022

Quantifying the Effects of Working in VR for One Week

Virtual Reality (VR) provides new possibilities for modern knowledge wor...
research
11/06/2022

VRDoc: Gaze-based Interactions for VR Reading Experience

Virtual reality (VR) offers the promise of an infinite office and remote...
research
11/23/2021

Methodology and feasibility of neurofeedback to improve visual attention to letters in mild Alzheimer's disease

Brain computer interfaces systems are controlled by users through neurop...
research
12/26/2022

Navigation Method Enhancing Music Listening Experience by Stimulating Both Neck Sides with Modulated Music Vibration

We propose a method that stimulates music vibration (generated from and ...
research
12/13/2022

Redefining Relationships in Music

AI tools increasingly shape how we discover, make and experience music. ...
research
12/01/2022

Proceedings of the 3rd International Workshop on Reading Music Systems

The International Workshop on Reading Music Systems (WoRMS) is a worksho...

Please sign up or login with your details

Forgot password? Click here to reset